Skip to content
Lucky Core Spins

Guitar Hero at 20 – The Plastic Guitar That United the Gap Among Music Fans

It has been 20 years after Guitar Hero hit the market across the Atlantic, providing players everywhere the means to feel like a rock star. Not literally, but try convincing anyone who's nailed the epic four-minute guitar solo before an enthusiastic living-room audience.

Developed by Harmonix, Guitar Hero gave players a plastic guitar peripheral to match coloured notes moving along the display in time with the music. Every sequence corresponded to specific notes, creating the sensation of an authentic live show.

Harmonix had already tried its hand with rhythm games prior to teaming up with the publisher, which was acquired by Activision in 2006. Collaboratively, they laid the groundwork for a surprising massively profitable franchise that had a remarkable impact for many musicians included, showcasing classic groups to a new generation of younger players.

Michael Dornbrook, ex-chief operating officer from the developer, remembers the early budgetary hurdles of licensing the recordings – even though initial releases mostly used rerecorded tracks.

“We rerecorded every song since the cost was so high,” he says. “Despite having the necessary permissions alone, it was nearly impossible. We couldn’t get bands like the Who – the publisher had virtually no money, and we were pretty convinced it would fail. But once Guitar Hero became a hit, album purchases airtime increased, everyone wanted to participate.”

He adds: “Among the amazing things was the number of parents reached out expressing gratitude for exposing their kids to the music they loved. It became a multigenerational thing.”

Classic Rock Finds Younger Fans

Northern Irish blues-rock band one featured act included their track in the 2008 release the popular installment. Guitarist the artist remembers how the series revived older hits to the forefront: “Guitar Hero offered a bigger, new demographic. Typically such music was seen as outdated material, however once it got featured on the title young people discovered it, suddenly it was cool. That legitimised it, and got rid of the ‘dad rock’ tag. It provided our catalog renewed popularity.”

In 2008, the band's debut album remained not available in the US, so the game was a key medium of discovery for the band during their US tour supporting the rock giants. “The roadies were playing Never Too Late during travel, and several knew us from Guitar Hero,” he notes.

Major Band Spin-offs and Lasting Influence

Music's biggest acts quickly capitalised on the game's success, including bands like Aerosmith, Metallica and Van Halen featuring in dedicated game editions centered around each band’s catalogue and related stories, visuals and legendary status. For example, the Aerosmith edition, reportedly to have made the band greater revenue than any of their records. It moved well over half a million units in its first week, while sales of their songs saw an increase of up to 40% at a time as the industry faced decline.

Guitar Hero still motivates quick-handed dedication among its fans. Recently, a streamer achieved an impressive attempt featuring the challenging track – an infamously tough power-metal song made popular by Guitar Hero – on Clone Hero, a freeware game with almost identical gameplay and extensive customisation options. The song is difficult even in the hardest setting, not to mention performed at double speed while hitting a single one of its near 4,000 notes. They claimed requiring nine months to accomplish.

“Guitar Hero is a fun, imaginary experience. Just as with Call of Duty, it doesn't imply you ought to pick up actual weapons and enlist,” notes musician the artist.

DragonForce had already wrapped up a successful tour before Through the Fire and Flames appeared in the third game, but Li says it made them widely recognized. “I recall our distributors informing us that we were records were moving rapidly,” he says. “It exploded on the subsequent tour, and we were playing right ahead of top acts at the event.”

In fact, DragonForce’s exposure from Guitar Hero was so immense that it has risked eclipsing everything else accomplishments. Recently, the track was used in a trailer for a major film. “Previously I thought differently, but now I accept it,” Li says. “If you only hear one DragonForce song, it’s totally cool – everyone’s got a unique musical journey and I'm pleased we played a role of people’s lives”.

The Lasting Legacy from the Iconic Controller

The best marketing, whether it’s for automobiles, apparel or video games, extends beyond than selling something – it inspires a longing. Was the game able to tap into that? “That’s exactly what our team aiming to achieve,” he confirms. “The excitement of being a rock star on the stage. Since the beginning, the creators felt that there’s an instinctive urge to create songs, and their goal was to use technology to enable everyone to do it”.

Most of Guitar Hero games were released over a mere five-year period between 2005 and 2010, including derivative titles such as DJ Hero, complete with a spinning deck, and Band Hero. Subsequently, the publisher’s interest in plastic instruments died down, except for a short-lived revival several years later.

Games like the fan project and Fortnite Festival have kept the scene active, with set to be something from the original publisher in development. A new studio has entered production on its debut music game. The initial creators are both involved as special advisers. Is the world prepared to welcome a new entry following the classic?

“We thought those games might become like Madden where you can releases,” Dornbrook says. “With abundant fresh tracks that it could be perennially popular, so I’ve always been optimistic. There’s no reason why it can’t continue for future fans.”

EM
The writer

Erin Marshall

A seasoned gaming journalist with over a decade of experience reviewing online casinos and slots, specializing in UK market trends.

Lucky Core Spins

Type to search articles.